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AHO project, opinion about modification for TES5: Skyrim

Not so long ago, we traveled to the bike pass where we found a mysterious mansion and underground city of Dwemers. I see that many people liked our tour and Dwemer architecture to many people like it, so I decided that we should visit another Dwemer city, though not quite Dwemersky, as Markarcart. Today we will go down into the depths of the Skyrim province, get acquainted with forgotten Dwemer technologies and visit the hidden settlement of Dunmer ..

Project AHO (Eterye Hyperproductive Observatory) is another mod released by the Russian-speaking team of models HaemProjects in 2018, although, as the developers themselves explained the development of the mod itself in 2017, and the development took a little more than 3 years. This was their first large mod, although earlier they had already released a pack of mods on the house for the player and two comic companions referring to the Universe of Star Wars. The mod is rich in content, many optional activities, the search for collection objects, and also has a remarkable visual series, which is really not friends with ENB mods, but more on that later ..

That this n’vah allows itself? :

They told me that they were all telvanny!

Nerevarin a second before one of the spectators attacked him with a dagger during the production of “horrors of Zir Castle” in Mornhold.

Sadrite Keran is not at all Dwemerskoye, but a Dunmer settlement, nevertheless built on the site of the once abandoned underground city. Considering that there lived drummers in the past, then the situation is appropriate here, namely, the city underground. The city was built by refugees of the Great House of Telvanni, and everyone knows that Telvanniyes are the guys who consider themselves to be a navel of the Earth are not moderately arrogant and very touchy. The main character will turn out to be in the underground city of Dwemers’ refugees, under the control of Telvanni, not under the most pleasant circumstances, where he will find a huge underground cavity in which the Duners built (or more accurately raised, because these huge mushrooms are in fact) houses, shops, town halls, taverns and all that is needed in the settlement. Around here and there, traces of the Dwemersky presence are everywhere, and the gate at the entrance to the city is the gate of an ancient Dwemersky city, but the city is truly Danme, but what is already under it is a separate interest ..

Welcome! Welcome to Sadrite Kegran! You yourself chose it or the slaveor chose it for you? This is the best city of Telvanni’s house from the remaining!

How do you like such a honeycomb? :

A complex of dungeons and tunnels spread out under Sadrite Kebrane, it is all that remains of the ancient Dwemersky complex – Bkhalzarf. As we know, according to Dwemers’ technology, this is an automation working on magic, and the magic of the Dwemers was not simple, but based on sound, or “tonalities” (even the word “kagren” in Dwemersky, which is used everywhere in the names and names of cities means literally “music”, and the word “tone” means “tone”), but Bhalzarf was bhalzarf) special, because here biology and effect on living organisms of Eteriy were studied. I want to note right away that the design of this Dwemersky settlement was at least 90% and was created from the Assets already familiar to us, but good work with them, lighting and patterns, nevertheless, has his memorable visual, thanks to which the player who has passed the mod will easily distinguish him from hundreds of other Dwemer Dungeons of Skyrim or other modifications.

Bright streets Sadit Kegran

Gloomy machinery of Bhalzarfa

Spacious Eteriy mines

And unfortunate slaves.

12 intra -game years of slavery:

The very acquaintance of the dragonorrheated with the main quest line of fashion will begin in shackles, and by no means as a prisoner, but as a slave. But it distinguishes the situation from the same Pitt, who came out of the hands of Bethesda, that the hero will fall into such a state not voluntarily, but very forcibly. Being fluent in the head with a blow in the back, the hero will lose all his things and falls on the underground market of the slaves of Telvanni’s house where tramps, robbers fall, and all the wickedness that no one will grab (even vampires and they fall into slavery). It was difficult to say whether my character, dressed in the mantle of the archmage, looks like a rootless tramp (I don’t know what you need to think about to sell the archmage’s slavery, the head of the associates; the hero of the Civil War, who shed blood for the empire; Tana 2 possessions and without five minutes of Dovakin, also wanted to sell for some 300 septims, but ultimately appreciated at 2000), but at 2000), but at 2000) Nevertheless, the protagonist became the property of the eccentric (and unpleasant in communication) Telvanny scientist Shanat Sellie who devoted his life to the continuation of the work of Sota Force. So that the player, outraged by such a state of affairs, would not let the entire population of the town on leather strips to pump his blacksmith skill on him prudently put magic trinkets that would not let me rage. However, if the player is very offended by this act or plays an Argonian revenge for the whole era of the slavery of his people, he will be able to take revenge on the stupid telvanists in confidence. Oh yes, things will also be taken from you only before the last quest of the main plot, it is unpleasant, but "this wants a balance".

If you go to the official https://playstarcasino.co.uk/bonus/ modification page on Nexusmods.COM or other sites/blogs then you can find just hundreds of comments "OH NO, it`S SLAVERY!"From the players of which this modification was extremely insulted by the fact that the main character falls into slavery in it. I found especially entertaining what many called the modification “propaganda of the culture of enslavement”, these people definitely should not play in the 3rd part of the TES series for which this modification is largely and is.

Telvannets are not alien to art.

The underground city of Dwemers was preserved only partially, here and there whole sections collapsed.

Telvanni are known as wizards, and as if confirming this training in magic right on the street.

Our “master” himself will be our main questist for a long time and all starts with the fact that he asks us … dissolve in the acid of a slave-vampire which he owned earlier than we are immediately hinted that the personality and character of the Shanat are difficult. At a certain moment, we will receive freedom and will be able to choose what quests to fulfill in addition to the main one, but in the beginning you will pass a kind of prologue. The main quest itself is not very intricate, and in general, little is stored from the protagonist in secret, they just tell us what to do and why – we are doing, but nevertheless the mod has two endings, in one of which the Dwemer technology awakened under the city was erasing it from his face …

Toto, I have the feeling that we are no longer in Skyrim:

The main generators of third-party quests will be the city of Sadrit Keran and its inhabitants, but you will find a couple of third-party quests and in the dungeons under it, for example, you can talk with the ghost of Dwemer that he died before the disappearance of your brothers and now does not understand where his descendants disappeared (we could actually meet such ghosts together with the last surviving representative. nationality). The classes themselves are quite simple, give up, convincing, find, find the Cupi, but there will be a couple of quests that will try to surprise you, for example, you can find a strange lever in ruins and try to find where to apply it or solve a simple riddle about how to find a ring in a haystack; To participate in the setting up of the Dwemersky tonal musical device under the leadership of the Dwemersk ghost; And as a cherry on the cough cake where you will need to make a real time travel (Forgotten City mod transfers greetings).

In many ways, the design of Dwemer locations is trying to focus on it from the 3rd part of the TES game series, even though we saw the architecture of another Dwemer clan there there.

Gather them all:

Also in the center of the settlement there is Tel And – a huge mushroom lord, it is also a town hall, it is growing from it mycelium, supporting the city’s underground ecosystem, and giving mushroom sprouts in which residents live. In this mushroom-building (very large) you can find a chess table of the half of the figures of which (performed in a Dwemer theme) are lost, you can carefully explore the entire Danger city to collect them, which is very difficult. The award for the passage of this “collective-search” event will be an extremely powerful bonus for players playing through a witchcraft branch and calling for the Atronakhs.

Darkness of youth friend:

It is difficult to certainly imagine the noble great Telvanni’s house living underground and hiding from everyone, and the very idea of ​​the whole city of all the Skyrim hidden underground between Riften and Windhalm is unrealistic from the word, but the authors put a lot of effort to convince the player that it is possible and as it functions, however, it still leaves a number of sensations unnaturalness. Also, given the fact that the underground city is located on the site of the underground Dwemersky complex, it is difficult to believe that it was not yet found by the treasure seekers. I understand that the authors really wanted to create a Dunmer settlement on the territory of Skyrim and did not find another possible answer, how could it be at least somehow explained its existence, but still I cannot deny the fact that this is very attracted. Not to mention the fact that slavery in Morovinda almost disappeared in the 3rd era, and after the destruction of Morovond as a state education after the war with Argonia, to represent the Danger-Earrian and is almost almost impossible.

Danger color music:

The settlement of Dunmer itself despite the fact that it is very bright and colorful underground. Hundreds of luminescing mushrooms illuminate the spaces of the cave dispersing the darkness and creating an expressive color scheme. This is a very elegant solution that distinguishes it from what I could observe in other mods where underground cities appeared, for example, such as Forgotten City or Clockwork Castle where everything was covered by a pillar of light or a Dwemer artificial sun. The same applies to Dwemer tunnels where luminescent vegetation with gas lamps is combined. Filling locations was made with great love: laboratories, giant aquariums, terrariums, libraries, storage facilities and other locations are scrupulously worked out and let most rooms are closed spaces you remember the views of many of them.

At first it may seem that the action of the fashion will mainly take place in the dark, but the first impression is very deceptive.

Some tunnels of Bkhalzarf are retained from collapse as if with the last forces.

The fight against underground pests:

The main opponents in the dungeons will be Dwemers’ automatons and from time to time that falls here and there is undead, insectoids and other “underground residents”. Opponents themselves are adjusted to the level of the player (or not, if you play with the Requiem mod, because for these two mods there is an external compatibility patch) and you will always have access to shops, craft, potions and other amenities. There will be a couple of moments in the game when you have to keep a circular defense, and you may have to sweat there, since you will be almost all the time with allies. The modification also punishes for carelessness, since the Dwemer dungeons are full of various traps that will punish a low -level player. In general, the mod perfectly balanced, it also has the necessary challenge and there are no excesses or noticeable leaps in complexity that will put the player in a position when he becomes bored or, on the contrary, unbearably difficult. Also due to the fact that all the action of the mod occurs in the conditions of the dungeons, then the vampire players will clearly live well in these conditions.

You climbed here? :

During the trip along the lower levels of the underground settlement, there will be many optional forklings that the player will be able to visit. There will be laboratories, and mines, and technical tunnels of Dwemers, many of which will contain unique awards: weapons, armor, resources and even a passage-passioner reference to another popular universe. Each dungeon was done so that the form of it was something special and during the passage of the modification I have never had the feeling that they were made on the principle of “copy and insert”, and even if there are few of them, but this is compensated by their duration and high-quality filling.

But according to Eteriy Laura, there is very little left on the planet Nirn.

"There will be no peaceful decision"

. Reliable as a Dwemer watch:

During the passage of the modification, I came across only the bugs of Vanilla Skyrim, but I heard that many players had problems with the introductory Katsen, but as it turned out the problem was in mods affecting the spatial movement of the character, such as a change in growth or walking speed, although the same 360 ​​Movement Behavior with which I play did not cause me any problems. Also, the mod is not friends with ENB, but the latter is corrected by a patch that can be found on Nexusmods.Com. However, I want to note problems with optimization, I personally did not have significant problems with the subsidence since the FPS counter never fell below 25 (without ENB turned on) even at worst moments, but I am afraid that something unpleasant can happen on weak and even medium machines.

There are a lot of mods allowing Dovakin to become Tamriel Digger and most of them are dedicated to Dwemers, it is understandable, ordinary caves, Nordic tombs or underground glaciers are hard to make memorable, and here you have mechanisms, cunning traps, and automatons jumping out of pipes and expressive technopentesy design. And in the list of such mods, the ego project is one of the best. Yes, there are unsuccessful solutions, non -rods, problems with logic in the actions of the characters (and even gg), not to mention the very concept of the underground city of Telvanni in the middle of Skyrim, but I ask you to give fashion chancers. In the end, there are few in which fashion can be incinerated in magic flame an entire city (like a megaton in Fallout 3) in order to avenge the humiliating deprivation of your liberty and all your things … well, either not to do it.

Final Assessment of Modification: 8.5/10
The mod for those who nostalgic at that time when in Morovinda each Dunmer looked at you like a mud, and then you proved to them that you are equal ..

Pros: an excellent visual design of locations that even the Dwemer dungeon will make the player already hundreds of times to be memorable; a variety of additional activities; encouraging the study of locations.

Cons: the actions of the characters and the protagonist sometimes look poorly motivated, the main anti -unionist is a typical “crazy scientist” without clear motivation, in some places a controversial lorus.

I keep the mod itself activated in the list of installations every time I go through Skyrim, this is a pleasant one that does not require a significant test of your skills trip for 4-6 hours.

See you, and let the slave traders not catch you on your journey through Tamriel.

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